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Yore Huckleberry

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Everything posted by Yore Huckleberry

  1. It seems to me the best opposing case would be that a push needs to be drawn to the center of the model being pushed, from the center of the model it is pushing away from. In this case, that line cannot exist because those points are identical, and therefore do not constitute a line. The best case in support is that with identical points the push can be in any direction because the pushed distance will intersect with both the center of the pushed object and the initial point it is pushing away from.
  2. I mean, that’s simply the most-similar case. Again, the Lucius “experts” on TFW pointed out that this is legal, so I’m curious if there is a ruling somewhere?
  3. Intriguingly, height rules in Malifaux offer a similar possible case where Lucius on an elevated platform with holes in it could see a model directly beneath him whose base is centered exactly where Lucius’s is. In that case, we presumably would understand that the model could be pushed, and in any direction, even though you’d be arbitrarily selecting some point of the lower figure’s base that is off in a given arbitrary direction from the center of Lucius for determining “away.” Similarly; it seems to me that Lucius can make the same technical choice about himself, arbitrarily choosing any point along his base between his center and the intended direction of his push, and say “the model is here (among other places), and this is in direction X from the center of Lucius (who happens to also be the model), therefore Lucius will push in direction X, which satisfies the condition “away from Lucius” because “away” is defined from the center of the figure you are pushing away from.”
  4. This was asked in the Guild thread, but can Lucius push 2” away from the center of his own model if he targets himself with Issue Command and uses the Under Pressure trigger? Narrowly, the rules require that the object being pushed move away from the center of the object. Lucius himself being the center, the push is always away from his own center, even if you want to be continually checking it throughout the push through some sort of timing calculus. Has this been discussed? My basic search didn’t pull it up, and I believe the recent TFW episode on Lucius declared this possible, so I’m sure a lot of people will be asking.
  5. I’m not sure here ... the rules for Away simply say away from the center of the object; if Lucius pushes in any direction, he has moved away from the center of the object. Even if you want to make some sort of calculus argument where the rules must be checked at every microsecond of the push, that rules is consistently satisfied throughout: even though the center point moves as he does, he is always pushing away from it, and in the same direction, so he isn’t violating the rules of push.
  6. I heard that the winning player had a set-list Nekima build: Nekima - cache 7 - Inhuman Reflexes Blood Hunter totem Hayreddin - Inhuman Reflexes Mature Nephilim - Ancient Pact Mature Nephilim - Ancient Pact Black Blood Shaman Major gameplan was kill something important and then out-activate.
  7. I think you can rep either one and probably get through the same sets of strats (and MOSTLY the same schemes) if you're on a budget. But there are places where one is better than the other. I'd agree with the podcast that Lucius has a bit more offense than Nellie, although either can, yknow, grab a peacekeeper and pale rider, so. Lucius is probably slightly better than Nellie at playing/preventing Plant Explosives (although shoving enemies back with the Printing Press is a lot of fun), while Nellie is probably slightly better at Corrupted Idols, particularly because she heals 2 per interact, so it's pretty easy to position so that you shift an idol 4" without taking damage on her, and still control an area of interaction with her Exclusive Interview bubble. I also think the podcast is correct that Nellie can get one thing to move really well (her bonus action is great), while Lucius can move a whole crew around a bit at a time.
  8. I'm pretty sure that "the same effect" means "the same instance of the effect." There are a handful of other abilities that make it clear that we aren't supposed to track the history of effects over the entire length of a turn or activation. So each instance of "Revel in Creation" is its own effect, the same way that shooting twice with a peacebringer is not the same attack. I'm not sure whether we have any sort of similar precedent, though, to identify a single model activating twice as "two models in a row" activating. Linguistically, it's pretty clear that it is actually one model activating twice, so without other rules bearing on it, I'd be inclined to allow it -- again, provided you have 10 tomes to work with in a late game turn.
  9. Thanks -- you're correct of course -- that should read "you will fail the action," as above, and I'll adjust it. Yes, I'm with you here and happy to confirm that again for anyone who references this. If you shift the target scheme marker with the trigger, it will be the new-and-final target, and the original one will not be affected.
  10. So, curious to confirm my read of the Prepared Explosives trigger on Undercover Reporter’s Arson ability. It seems to me that to use it: 1) you need a scheme marker within 10”, because otherwise the action will fail in step 3 on page 23 of the rule book, which will cause you to skip steps 4-5. This is because Arson reads, _Instead of dropping a shockwave marker, this action must center its shockwave on target scheme marker within range._ So even though you could intend to duel and cheat in your trigger suit on step 4 to move it to a marker anywhere in play, you cannot do that until you actually perform the duel, so if you don’t have an initial target, you will fail the (edit:) action. 2) Having targeted a marker within 10”, you are now free to duel, get or cheat for your trigger, and declare Prepared Explosives, which immediately (in step four of resolving the Arson action, because declaring triggers is part of performing the duel) changes the target marker to any marker in play. 3) you complete step 5 of resolving the action, taking the shockwave from the new location and then completing arson, in order, which means at the end of those duels you remove the marker. Does that match how others read this?
  11. I’ve written it out before or the Guild threads, but HotR has the single worst technical writing I’ve seen in a game. And I think our designers did a great job giving us a great game - this one is just particularly hard. i just posted the following to a local group FB thread on Basse: what happens is basically this: You hire Cornelius, Bernadette, and a Frontiersman. Cornelius deploys: a weird unspecified timing window is suddenly created. - his HOTR ability triggers, and he can deploy +1". - Bernadette's HOTR ability triggers, and Cornelius can deploy +1". Because it has a "+" sign, these stack, and he now can deploy +2". - the Frontiersman's HOTR triggers, and Cornelius can deploy +1". Because of the + sign stacking, he can now deploy +3". Now Bernadette deploys: a weird unspecified timing window is suddenly created ... etc.
  12. Yeah, we've got Omaha and Lincoln ... and I think there might be some guys in Des Moines who play?
  13. Yeah, I got into Malifaux because I loved the idea of a game broad enough to have a blind lady samurai committed to eradicating undead and a top-hat wearing investigator rolling up evidence in a rug! Between that and loving all the equal representation of women in Guild, I figured I'd love the faction! Still do, really (not thrilled to discover they're the fascists), and I'm well on my way to collecting the whole faction, so there's some sunk cost in my models at this point! We'll see if I cross the Lucius bridge to Neverborn or the Hoffman bridge to Arcanists someday ... probably just in time for the Soulstone Miner/Steam Arachnid Swarm/Stitched Together nerf of "models starting with S!" ;P
  14. Obviously we need a Guild Invitational for all NA Guild players! Let's see ArcanoThunderCasts win THAT one!
  15. A tournament style league? I’m yore huckleberry! Well, I mean ...
  16. Mostly curiosity! I’m mentally mapping out who’s where as I hear all these batreps and such, both to get a sense of how metas develop and in case I ever get out to travel tourneys!
  17. Thanks - it’s been a while now but I thought i had cheated out of the engineer attack - I think Hannah put in 8 wounds’ worth over three attacks, which would mean 14 total damage - that would be one of each damage track + a ram (well, 3 5 7 makes 15), which would have been enough to clear the peacekeeper even at full wounds. Anyway, fair game and well played - I agreed with you during the tourney that current RAW leave space for free-charge Hannah, but I’m definitely in the camp that it should be clarified in the opposite direction in an FAQ! ;D
  18. That's about what I've thought through with Basse so far. Do you play the Austringers "back" (e.g., the front of the original deployment zone) and use walk/focus/bird attacks, or do you also find yourself using standard ranged shots with them? The other issue I find in Basse games is the crew stringing out and winding up with an isolated forward target -- do you generally run Basse/Reichart/Rider more or less together, along with Bernadette for the lure? That really is a pretty big hammer. And finally, what about traps? I've found hiring 2-3 to be an effective way to slow my opponent's expansion in one direction, and to force them to either slow down or string out beaters. I've experimented with bringing one Pathfinder just to let the traps reposition for the amusing focus/charge attack. Any thoughts there?
  19. This is correct, but I think that's not the significant part of @solkan's definition -- the "damage suffered" is the reference point for Corrupted Idols when it checks for the distance, and Jack Daw's ability actually changes the value of "damage suffered," as follows: "When this model 'suffers damage,' it may discard a card. If it does so, the damage this model suffers is changed to 1 irreducible damage." So Jack Daw's ability literally changes the value of the reference point for the Corrupted Idols resulting toss, and they're going to be the same. If the Daw player wants to throw it farther (with Daw), then s/he will have to take more than 1 damage on Daw to do it.
  20. Curious what you're using for the damage output apart from Basse/Reichart, and I'm curious what those "few schemes/strats" you wouldn't take Basse into are?
  21. I think it really depends. If your opponent is bubbled enough, sure, pay one more ram and give a bunch of things slow. But if you get off the charges, the extra movement for Lady J and the Judge can help a lot, and one nice thing about the charge bubble is it’s threat range is your bubble + the push of your models. Even the Death Marshals are no slouches at melee, and you can go with them first to try to burn out your opponent’s hand dealing with them, or reposition them for a late claim of Hold Up Their Forces or something. Anyway, it’s more that the ability shouldn’t be auto-ignored, even if it isn’t always the highest damage output.
  22. Yeah, that was me. I usually take the piece, but it was both funny and dispiriting to realize there are advantages to leaving your totem chained up in the yard at home.
  23. I’d agree on the Jury: obeys, reflective damage, and circumstantial work out of the false accusation and into dust trigger to make/kill undead models. Lady J’s crew can also outrange most opponents: it’s not hard to stall activations by focusing Death Marshals or Exorcists round one, and Lady J can “bookend” activations by going in late and striking a flank, then starting a round to kill one or more pieces. The Lone Marshal has very powerful ranged threats and a ranged startle that can help keep threats from advancing (startle is very strong vs things like Viktorias, with lots of out of activation movement). Of note: Lady J’s 2” engagement range means that you can engage a 1” engagement model and it has to either disengage or walk/attack you, which is sort of like giving it auto-slow, since it can’t charge/attack. The Judge has strong attacks at range or melee and the card cycling ability is good, especially if you have the Guild Steward or a Domador to offer healing in early rounds on and mitigate the damage risk. If you’re in wedge or something, building into Lady J and the Judge as a charge, then having exorcists to ignore friendly fire and domadores to heal your units and damage the opponents can lead to a powerful set of advantages in a melee scrum. This is also definitely a crew that loves the Pale Rider’s “everyone charges” bubble, possibly more than the slow/burning bubble: Lone Marshal, Lady J, and Judge all get big attacks off that, and even death marshals or exorcists do fine with it in the right positioning.
  24. Austringers are great Vendetta models too - 14” bird attack at stat 6 ignoring cover concealment and los means it’s easy to plink a damage at range vs a target, and then you can hang back to stay safe for the second point, and ditch the upgrade to take a hit if need be (and possibly reattach it on your activation with a melee attack, though you’ll likely need a high tome for it). Also I think Basse is a solid option as a second master beater if you need one.
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